coding as a playground: promoting positive learning
TRANSCRIPT
Accepted Manuscript
Coding as a playground: Promoting positive learning experiences in childhoodclassrooms
Marina U. Bers, Carina González-González, M.ª Belén Armas Torres
PII: S0360-1315(19)30099-5
DOI: https://doi.org/10.1016/j.compedu.2019.04.013
Reference: CAE 3571
To appear in: Computers & Education
Received Date: 24 June 2018
Revised Date: 17 April 2019
Accepted Date: 20 April 2019
Please cite this article as: Bers M.U., González-González C. & Belén Armas Torres M.ª., Coding as aplayground: Promoting positive learning experiences in childhood classrooms, Computers & Education(2019), doi: https://doi.org/10.1016/j.compedu.2019.04.013.
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Title: Coding as playground: promoting positive learning experiences in childhood
classrooms
Authors: Marina U. Bers1, Carina González-González2, Mª Belén Armas Torres2
1Affiliation: Eliot-Pearson Department of Child Study and Human Development. Computer Science Department. Tufts University.
1Email: [email protected]
2Affiliation: Department of Computer Engineering and Systems, University of La Laguna
2Email: [email protected]
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Acknowledgments
This work was made possible by the support of the Spanish Ministry of Education,
Culture and Sports through a Mobility grant PRX16/00421and through the U.S.
National Science Foundation Grant (DRL: 1118897). We would also like to
acknowledge and thank the staff, teachers, students and families from the participating
schools Nuryana, Colegio Adonai and CEIP Los Menceyes from Tenerife and Madhu
Govind for help with editing this paper.
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Coding as a Playground: Promoting Positive Learning
Experiences in Childhood Classrooms
Abstract
In recent years, there has been a push to introduce coding and computational
thinking in early childhood education, and robotics is an excellent tool to achieve this.
However, the integration of these fundamental skills into formal and official curriculums
is still a challenge and educators needs pedagogical perspectives to properly integrate
robotics, coding and computational thinking concepts into their classrooms. Thus, this
study evaluates a “coding as a playground” experience in keeping with the Positive
Technological Development (PTD) framework with the KIBO robotics kit, especially
designed for young children. The research was conducted with preschool children aged 3
to 5 years old (N=172) from three Spanish early childhood centers with different socio-
economic characteristics and teachers of 16 classes. Results confirm that it is possible to
start teaching this new literacy very early (at 3 years old). Furthermore, the results show
that the strategies used promoted communication, collaboration and creativity in the
classroom settings. The teachers also exhibited autonomy and confidence to integrate
coding and computational thinking into their formal curricular activities, connecting
concepts with art, music and social studies. Through the evidence found in this study,
this research contributes with examples of effective strategies to introduce robotics,
coding and computational thinking into early childhood classrooms.
Keywords: cooperative/collaborative learning; teaching/learning strategies, improving
classroom teaching, elementary education.
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1. Introduction Children around the globe are being raised in environments that are saturated with
smart devices. At the same time, there is a growing need for a future workforce that
understands technology. Given this new reality, national educational programs and
private initiatives are focusing on STEM (Science, Technology, Engineering, and
Mathematics) literacy and making coding and computational thinking a priority for
education (Manches & Plowman, 2017). However, research has found that educational
interventions in early childhood are related with lower costs and more lasting effects
than interventions that begin later on (Cunha & Heckman, 2006). Also, some studies
demonstrate gender-based stereotypes involving STEM careers (Metz, 2007; Steele,
1997) and fewer obstacles to entering the workforce (Madill et al., 2007; Markert, 1996)
when children are exposed to STEM in childhood (Metz, 2007; Steele, 1997)
Different studies have shown the potential of robotics education in early years
(Jung & Won, 2018). Some of them have presented methods to implement a robotic
curriculum (Authors, 2010), to evaluate CT skills (Authors et al., 2014; Roman-
González et al., 2017; Chen et al., 2017), to develop executive functions (Di Lieto et al.,
2017), attitudes toward society and science (Kandlhofer & Steinbauer, 2016), and the
technological characteristics of robots and interactions (Burlson et al., 2017; Vogt et al.,
2017; Serholt, 2018). However, research on robotics and computational thinking in
childhood education is still in its early stages (Öztürk & Calingasan, 2018; Ching, Hsu
& Baldwin, 2018; Guanhua et al, 2017; García-Peñalvo & Mendes, 2017). Several
studies have focused on technological aspects or robots, interaction aspects or robotics
curricula, rather than on how learners engage and learn and how teachers introduce the
new skills into their classrooms and curricula (Jung & Won, 2018; Serholt, 2018; Vogt
et al, 2017). This study tries to help bridge this gap in the current research by exploring
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the following research questions:
• R.Q.1. How do teachers integrate coding and computational thinking into their
curricular activities?
• R.Q.2. What programming and computational thinking skills do preschool
children 3-5 years old master after being introduced to robotics (KIBO)?
• R.Q.3. What positive behaviors are developed by children in a learning
environment of coding as a playground?
This paper is structured as follows: first we present a review of the literature on coding,
computational thinking, and robotics in childhood education; the case study and main
issues of the experience are then defined after the research method is described; and
finally, the results and conclusions are summarized and analyzed.
2. Literature review: coding, computational thinking and robotics in childhood education
2.1. Coding and computational thinking as new literacy Coding is defined as a new literacy for the 21st century. However, computational
thinking (CT) is defined as the skill to solve problems algorithmically and to develop a
sense of technological fluency (Wing, 2006). Computational thinking is the ability to use
the concepts of computer science to formulate and solve problems. CT entails a wider
range of abilities (e.g. problem analysis, algorithmic thinking, etc.) usually involving the
core concepts of abstraction, algorithm, automation, decomposition, debugging and
generalization. It can be understood as directly linked to and as a component of “digital
competence”. Computational thinking represents a type of analytical thinking that shares
many similarities with mathematical thinking (e.g., problem solving), engineering
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thinking (designing and evaluating processes), and scientific thinking (systematic
analysis). Moreover, computational thinking can be viewed as an expressive process that
allows for new ways to communicate ideas. Coding can be seen as a tool to teach CT.
Programming is writing connected with technology. Programming is writing the code
(symbolic representation in a computing language).
In this sense, we approach the concept of “coding as a playground” as a new literacy, a
new language for children where they can learn to code at a young age through fun, play
and creativity (Authors, 2017).
An increasing number of nations and regions have plans for introducing technology and
coding in early childhood (Siu & Lam, 2005; UK Department of Education, 2013). For
example, the United Kingdom published a national curriculum in 2013 that incorporates
computer science in the early years. In Finland, all elementary students have been
required to learn coding since 2016. Estonia, Ireland and Italy are actively modifying
their curricula to include computing (Pretz, 2014).
In Europe, the academic community has led the discussion on the introduction of
computational thinking skills in the curricula through several reports, such as the Royal
Society of UK (Furber, 2012), the Academie des Sciences in France (l’Académie des
sciences, 2012), the Sociedad Científica Informática in Spain (Meseguer et al, 2015) and
ACM (Association of Computing Machinery) Europe (Gander et al., 2013). The
European Commission has assumed an active role in this subject and promotes a digital
agenda in which coding is the literacy of today (Kroes & Vassiliou, 2014; Moreno-León
& Robles, 2015). Sixteen European countries have included coding in their curricula, but
with different approaches and at different levels (Balanskat & Engelhardt, 2015; Bocconi
et al., 2016; Spanish Ministry of Education, Culture and Sports, 2018).
In the United States, new initiatives focused on 21st century skills suggest
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programming and tech literacy skills as a priority for early childhood education (e.g.
International Society for Technology in Education, 2007; National Association for the
Education of Young Children and the Fred Rogers Center for Early Learning and
Children’s Media at Saint Vincent College, 2012). For example, non-profit organizations,
such as Code.org and the Scratch Foundation, are having a major impact in supporting
these endeavors (Portelance, Strawhacker, & Authors, 2018).
In Asia, Singapore’s “PlayMaker Programme” brought technology into early
childhood education centers as part of a Smart Nation initiative (Digital News Asia,
2015). As part of this nationwide program, Authors and Sullivan (2016) conducted a
study to evaluate children’s learning outcomes after completing a seven-week KIBO
robotics curriculum, which proved highly successful at teaching coding and provided a
fruitful, collaborative and creative setting.
2.2. Robotics in Early Childhood
The introduction of STEM programs into childhood education has been based on
the tangible aspects of working with robotics, which reinforce the development of fine
motor skills, and the need to introduce young children to coding early on before
stereotypes are formed (Authors, Seddighin, & Sullivan, 2013). Robotics can engage
children in a playful and developmentally appropriate learning experience that includes
problem solving, abstract and logical thinking (Authors, 2018).
The majority of research on robotics, coding and computational thinking has
been focused on later schooling. But teaching these concepts and skills in the early
childhood years can be positive in promoting STEM when combined with social science
in a natural and playful way. The current generation of robotic kits for young children
allows learning through manipulatives. Resnick et al (1998) show how these tools
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promote a robust understanding of mathematical concepts like other traditional materials
(blocks, beads, balls, etc.). Furthermore, robotics does not usually involve screen time
and can promote teamwork and collaboration (Sullivan & Authors, 2016).
Prior research has shown that young children aged 4 to 7 years old can create and
program basic robotics projects (Authors et al., 2002; Cejka, Rogers, & Portsmore, 2006;
Perlman, 1976; Wyeth, 2008; Sullivan & Authors, 2013). Furthermore, robotics allows
working with other important skills for their development, like fine motor skills and hand-
eye coordination (Lee et al., 2013; Authors, Seddighin, & Sullivan, 2013). Moreover,
coding and robotics let children develop problem-solving, meta-cognitive and reasoning
skills.
However, when introducing robotics into an early childhood context, there is a
need to make the pedagogical approach developmentally appropriate. The use of different
metaphors can convey this. In this sense, Resnick (2006) compared programming to a
paintbrush, describing it as a medium for self-expression and creative design. Authors
(2012; 2018) liken robotics to “coding as a playground” due to the way it can engage
children cognitively, socially, physically, emotionally, and creatively. For that reason, in
the following section we describe a case study on the introduction of effective
educational strategies for teaching coding and computational thinking in childhood
classrooms.
3. Case study: coding as a playground experience
The study described in this paper evaluates a “coding playground” experience in
which KIBO robotics (Authors, 2018) was used in Tenerife, Spain to teach children
programming and computational thinking skills in the context of an educational program
that uses robotics to support positive interpersonal behaviors. These behaviors are
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described by the Positive Technological Development (PTD) framework (Authors, 2012)
as the six C’s: communication, collaboration, community building, content creation,
creativity, and choices of conduct. Some of the Cs underpin behaviors that enhance the
intrapersonal domain (content creation, creativity, and choices of conduct); others
address the interpersonal domain and consider social aspects (communication,
cooperation, and community building). These behaviors involve developmental assets
that have been described by decades of research on positive youth development. PTD
provides a framework that aids in understanding how technology can be designed and
utilized to promote positive behaviors and how those behaviors can, in turn, yield
developmental assets. The theoretical model of Positive Technological Development
framework involves three components: individual assets, technology-mediated behaviors
or activities, and applied practice. The diagram below (Fig. 1) shows how the C’s are
connected and provides examples of how they can be implemented in a classroom
setting.
Fig. 1. Coding as a Playground: Programming and Computational Thinking in the Early Childhood Classroom. Bers, M. (2018)
The PTD framework provides a method for supporting these positive behaviors
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through the use of new technologies (i.e. KIBO robotics) in different contexts. Many
robotics activities also include “competition” (i.e. First Lego League is one of the most
famous educational robotics competitions). PTD encourages collaboration instead of
competition, promoting shared resources and caring about one another. Collaboration is
included into the whole learning process.
PTD involves both the design of new educational technologies and technology-
rich interventions, as well as their evaluation. Some activities could be sharing
tools/materials, working on the same project, seeking the help of other students, making
suggestions and giving feedback, etc.
In keeping with the six C’s of the PTD framework, it is possible to design
curriculums that integrate robotics, such as Dances from Around the World, which has
been developed by the DevTech Research Group at Tufts University1 to integrate music,
dance, and culture with engineering and programming. In this study we designed a
curriculum based on a PTD framework (an adaptation of Dances from Around the
World) and then we evaluated the development of the six C’s by using the PTD
Engagement Checklist.
The robotics kit used in the curriculum has to satisfy the age-related needs of
young children, as is the case with KIBO (see Fig. 2). This robotic kit is composed of
hardware (the robot proper as well as wheels, motors, light output, and a selection of
sensors) and software (tangible programming to program the robot’s actions). Children
use wooden coding blocks, with no hidden electronic parts, to program KIBO (see Fig.
1). KIBO has a scanner embedded in the robot’s body that is used to scan the barcodes on
the wooden blocks. Thus, devices that require “screen-time” are not part of the KIBO 1 Dances from around the world curricular unit:
https://sites.tufts.edu/devtech/files/2018/03/KIBOCurriculum_DancesAroundtheWorld.pdf and the version adapted to the Spanish context: https://goo.gl/6if4Y9
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programming experience. This design choice was made in keeping with the American
Academy of Pediatrics’ guidelines (American Academy of Pediatrics, 2013). KIBO’s
programming language is comprised of 21 unique blocks that can be combined to form
complex sequences including repeat loops, conditional statements, and nesting
statements. Furthermore, to foster STEAM (Science, Technology, Engineering, Arts,
and Math) integration, the KIBO kit has various art platforms that children can use to
personalize their projects.
Fig. 2. KIBO robot with sensors, light output, and turntable platform attached
Fig. 3. Blocks for programming KIBO and a sample KIBO program (sequence of spin,
shake, move backward, move forward, and turn on a red light).
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The working memory of young children changes drastically between the time they
are 3 and 5 years of age (Shonkoff, Duncan, Fisher, Magnuson, & Raver,2011), which
allows them to effectively learn new content. When children enter preschool, at around
the age of 3, most of them can complete tasks that involve carrying out two steps, such as
throwing out a napkin and putting their lunchbox away after snack time (Rhode Island
Department of Education [RIDE], 2013; Shonkoffetal.,2011). By the time children leave
preschool and enter kindergarten, around the age of 5, they can follow multi-step
instructions and retell stories that they know well in the correct order (RIDE, 2013). By
using the KIBO robot, children can enhance their working memory skills and learn to
sequence increasingly complex programs and master all of KIBO’s syntax rules.
By using robotics manipulatives such as the motors, sensors, outputs, and wooden
programming blocks that are used by KIBO, children are able to develop fine motor skills
and hand-eye coordination. By playing in a way that requires them to manipulate physical
objects with a symbolic meaning (i.e., KIBO’s programming blocks, symbolizing robotic
actions), children can start exploring more complex symbolic thinking (Bers, 2008). In
addition to these technical manipulatives, children also work on their fine motor skills
through the addition of arts, crafts, and recyclable materials. Specifically, the two art
platforms provide a space for exploring the engineering design process to build sturdy
creations that are personally meaningful (Sullivan et al.,2015).
Children can use KIBO to explore logical sequencing and organization by using the
tangible programming blocks. They can explore making different decisions and their
consequences, they can learn that computing systems need both hardware (robotic parts)
and software (blocks) to operate or carry out the iterative process that is used to develop
programs and tangible artifacts. These possibilities can be used to teach children the
basics of computational thinking.
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In the following section, the method, procedure and instruments used in the present
study are described.
4. Method
When conducting this study, we applied a mixed method (Creswell, 2015), a methodology
that is characterized by the process of quantitative and qualitative data, which are
combined to allow for a better understanding of the research problem. Thus, the design was
concurrent triangulation, in which the qualitative and quantitative data have been collected
and analyzed and then, during the interpretation and discussion, the results are explained
and compared. Concurrent triangulation involved the data collection throw different
methods and instruments in order to achieve a more validated results (Coleman & Briggs,
2002).
The research questions relied on inductive reasoning (Twining et al, 2017). The
instruments (questionnaires, PTD checklist, Solve-its, teacher journal, etc.) were validated
by the DevTech research group in a similar study developed in Singapore in 2016 (Sullivan
and Authors, 2016). These instruments provide the criteria for designing and evaluating
digital educational experiences with young children. The quantitative instruments applied
were questionnaires (pre-workshop questionnaire, post-workshop questionnaire, post-
experimentation questionnaire) and the PTD checklist. The qualitative instruments used
were observations, interviews, diary journal and a focus group. The qualitative data were
categorized and codified for analysis.
The characteristics/variables studied and their relationships with the instruments/methods,
participants and the research questions are shown in Fig. 4.
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QUAN
Questionnaires
Solve-its checklist
PTD checklist
QUAL
Interview
Teacher journal
Focus group
Direct observation of
classroom dynamics
Observation
Teacher journal
Observation
Interview
Teacher journal
Focus group
Teachers
Students
Fig. 4. Mixed qualitative and quantitative methods used in this study.
4.1. Participants
A total sample of N=172 young children (84 girls and 88 boys) from three
childhood school centers in Tenerife, Canary Islands, Spain, participated in this research
(See Table 2). The children ranged between three and five years of age at the start of this
study, were divided into 16 classes of different age levels (1, 2 and 3). The centers
represent different school settings in Spain: public, private, and semi-private. Sixteen
teachers from each of the participating schools and their collaborators, such as school
staff, participated in this study. An informed consent was provided to all research
participants. In the case of children, the informed consent was signed by their parents.
RQ1
Teacher proficiency
RQ2
CT / Coding
RQ3
Positive Behaviors
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Level / Age Girls Boys Total
3 Childhood/5 years old 56 51 107
2 Childhood/4 years old 12 17 29
1 Childhood/3 years old 16 20 36
Total 84 88 172
Table 1. Sample distribution by level and gender.
The selection of the schools was by invitation of the research group and the Canary Islands
Board of Education. The sample corresponds to 16 classes in three schools. The classes
participating in this research were evaluated at different points in time. The objective was
to study the entire group by measuring the effectiveness of the intervention through the
learning of coding, computational thinking and the development of positive behaviors.
Thus, there was no comparison group for this study.
As concerns the representativeness, the sample is determined by: a) the characteristics (or
variables) evaluated, which are related with the problem that is being studied: b) the ability
to measure these variables; and c) information on these characteristics or variables to be
used as an evaluation variable (Yanow & Schwartz-Shea, 2015).
4.2.Procedure
Teachers from the three schools participated in a one-day face-to-face training session
on the KIBO robotics kit and were also introduced to the Dances from Around the World
curriculum as an example, and its adaptation to the Canarian traditional dances curriculum
(Appendix I). The teachers then had a period to adapt the curriculum to their classrooms.
This adaptation did not modify the contents related to robotics, programming and
computational thinking. Some teachers had the option of combining the contents of two
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sessions into just one (i.e. what is robot and what is programming). Also, specific
adaptations were made for the three-year-old children (i.e. repeat session is not
recommended for them, or the use of conditionals). But the strategies used in every case
were the same. Thus, the sessions all followed the same basic structure:
a. Preliminary games
b. Introduction of powerful ideas through a challenge
c. Individual or group work
d. Presentation and sharing of the final activity (technology circle)
e. Free exploration and play
Also, the learning goals that the children had to achieve were the following:
1. To learn and apply the engineering process to building things (and robots).
2. To learn different components of a robot and how it works.
3. To learn how the robot perceives its environment.
4. To learn how to instruct KIBO using the coded blocks.
5. To understand that KIBO sensors resemble human senses, and that they can
program the robot using sound stimuli.
6. To understand the repeat instruction (only for children older than 4).
7. To understand the conditional instruction (only for children aged 5).
8. To learn the different traditions and dances of the Canary Islands and be able to
program KIBO to dance them.
The teachers introduced the powerful ideas with KIBO using narrative, although the
story could be different in each case. The teachers also adapted the narrative used to the
children’s level of development, presenting the concepts, behaviors and skills required of
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them in an orderly and continuous progression.
The fundamental STEAM concepts were introduced through "powerful ideas",
such as the engineering design process, robotics, programming and sensors. In addition,
the activities cover other aspects of the curriculum such as language, mathematics and
arts. For example, when programming, children practice with sequence, order, counting,
number sense and estimation. In addition to the connections between the physical
environment, mathematics and different languages (verbal, audiovisual and artistic) of this
didactic unit, there is also a connection between the culture and traditions of the Canary
Islands.
Local researchers supported the teachers by using virtual platforms and tools. The
local researchers were members of the research group and were previously trained in the
research method, robotics and the curriculum to be taught. The virtual classroom included
a space for coordination with forums and a video-conference tool, a calendar with the
schedule of activities, a space for posting curriculum materials (i.e. the Canaries childhood
curriculum, a KIBO activities guide, an Engineering Design Process poster, gamification
tutorials, among others), and a space for posting research-related materials (instruments
for pre- and post-workshop training, informed consent for research participants, teacher
journal, PTD, solve-its, and interviews). Other tools such as Adobe Connect for
videoconferences and online mobile messaging system tools (Telegram/WhatsApp) were
used to support teachers while they were working in their classrooms with KIBO. Text
messages from WhatsApp and Telegram were useful for answering the teachers’
questions over the course of the study. Moreover, Adobe Connect and Moodle were used
to train the blended teaching staff and to monitor and support of them during the course of
the study. In addition, the local researchers visited each of the schools at the start and end
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of each week of the study to collect data.
Teachers generally taught coding and computational thinking using KIBO
integrated into their curriculum during several sessions per week, over a period of two to
three weeks, with each session lasting approximately 45 minutes. Teachers adapted the
sessions to incorporate them into their usual class schedule. Some teachers combined
two sessions on the same day. This was the case in the 3rd level of childhood education,
with children older than 5 years of age.
The study lasted was from February to June of 2017. The first step was to select
the centers, then contact management and the teachers, then contact the families to
receive their authorization. The teacher training and the adaptation of the curriculum to
their classrooms started in March. The intervention sessions with the students were then
carried out from April to June of 2017. All the schools completed a minimum of three
sessions per week. Some of the schools did extra activities with KIBO. Since one of the
goals of the study was to observe if and how teachers adapted the curriculum to the
requirements of their students, these extra activities were carefully documented.
4.3.Data collection and analysis
The first and last sessions of each class were observed (direct observation) and
videotaped. Students’ programming knowledge was assessed through structured
observation of video recordings of their final projects in which they created a KIBO
dance routine. Data regarding positive behaviors, such as collaboration, was also
collected on students’ engagement using the PTD checklist (Authors, 2012) (See
Appendix II).
For the qualitative analysis of the results of the observational instruments, we
studied the level of agreement between judges for each subjectively evaluated item in the
sample. To do this, we built a table with the cases observed, a category system was set up
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and the joint assessments were made as previously agreed. This procedure was used to
validate the level of reliability of the observers’ agreement. The Kappa index was used to
measure the level or inter-rater agreement for PTD and Solve-its checklists. In case of
PTD checklist six categories (the 6’s C) were used. The inter-rater agreement of two
trained researchers was calculated. Regarding to the Solve-its instrument used in this
study, the scoring rubric was developed after a pilot assessment was administered, to
identify incorrect answer patterns that could demonstrate developmental level rather than
programming comprehension. Inter-scorer reliability tests showed precise agreement
(two items; K = 0.902, p<0.001) (Strawhacker and Author, 2015). For the qualitative
analysis of the teachers’ notes and the interviews, also, the codes were categorized into
six categories and their frequencies were analyzed depending on the questions to be
addressed.
4.3.1. Structured observation of the classroom dynamics
We observed and videotaped the first and final robotic sessions of each grade
level within each of the three schools with two video cameras. The children were aware
that there were cameras in the classroom; however, they carried out the activities in a
natural way since the cameras were placed on tripods in different corners of the
classroom from where they carried out the activities so as to capture their actions in a
way that was non-invasive.
We used a direct observation method in order to study the classroom dynamics
with KIBO. Some of the aspects observed included: a) curriculum sessions (number and
duration of each session), b) student groups (size, organization and composition of the
group), c) tutoring (rotation among groups, number of students per teacher/tutor), d)
materials (types of crafts and recycled materials used, organization of robotic kits,
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availability, accessibility of materials in the classroom), e) organization (allocation of the
robots in the classroom: one per group, stations, corners), and f) didactic strategies (how
the project was introduced, the role of teachers and students).
4.3.2. Solve-Its
In order to measure the students’ understanding of the programming concepts
and computational thinking skills, we analyzed their final KIBO projects using
indicators derived from the Solve-Its assessments, which provide a window into young
children’s knowledge of foundational programming concepts, from basic sequencing to
complex conditional statements, using a 0-6 scale (Strawhacker, Sullivan, & Authors,
2013; Strawhacker & Authors, 2014). An adapted version of Solve its assessment has
been designed and applied in this study (See Appendix III). The adaptation made in our
study has been based in the observation of the checklist, but it does not modify the
metric and the inter-scorer reliability test of the instrument.
4.3.3. PTD engagement checklist
As mentioned above in Section 3, we followed the PTD theoretical framework
developed by Authors (2012) to assess the positive behaviors associated with the 6 C’s
(communication, collaboration, community building, content creation, creativity, and
choice of conduct). Thus, the instrument used in this study was the “PTD Engagement
Checklist”2 for the assessment of positive behaviors (See Appendix II). The instrument
is divided into six sections (each one representing a behavior described in the PTD
framework) and measured using a 5-point Likert scale. The checklist is meant to
evaluate a group of children or an individual child as they work in a space. Researchers
had to identify the frequency observed during each robotics session using a 1-5 scale (1:
2 https://sites.tufts.edu/devtech/ptd/
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never and 5: always). A total of 59 sessions was scored and analyzed. For each of the
C’s, a number was output consisting of the average scores per session, and a composite
final score at the end of the study.
4.3.4. Teacher journal and interview
In order to obtain more nuanced, qualitative data, after each session the educators
completed an online journal (See Appendix IV) with six questions, where the teachers
shared their thoughts on the effectiveness of the strategies used, problems they
encountered, and other aspects of the session. Also, they reported on how they modified
and tailored the given sample robotic curriculum to meet their children’s needs, their
own classroom environment, and the context of their schools.
In addition, the educators completed interviews (Appendix V) at the end of the
experience, and participated in a discussion panel with other teachers and a focus group.
These experiences were set up in a flexible way in an effort to ascertain the teachers’
views of the experience.
5. Results
5.1.Curriculum implementation
The teachers adapted and introduced coding and computational thinking into their
current curriculum by following the example in the curriculum presented during their
training. In keeping with their plan, the children were first presented step-by-step
activities to familiarize them with the different programming concepts and skills.
Through different challenges, the children were driven to master KIBO, and later, to
integrate with social sciences.
The teachers were encouraged to adapt the curriculum to their particular needs
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and context and to propose their own lesson plans. While one of the schools choose to
strictly follow the scope and sequence of the given curricular unit, in the other two
schools, each teacher adapted the unit to their own overarching curricula. For example, in
the youngest class in one school, the teachers adapted the curriculum to integrate it with
the learning of geometrical shapes (circle, square and triangle), numbers, graphomotor
skills, and reading vowels. In other schools, the teachers integrated the use of KIBO with
other digital tools (e.g. digital boards, tablets) and gamified strategies and narratives.
The students had to design, build, and program KIBO to dance to selected music
in their final projects (see Fig. 5). This final activity represented the students’ technical
knowledge of the curriculum, and a functional robotics project. The activity finished with
the presentation of the final project to
the rest of the groups.
Fig. 5. Examples of decorations of KIBO, representing typical dancers from the Canary Islands
The minimum components required for every group’s final project were at least
two motors with wheels, light output and basic sequences of movements, though some
groups used advanced programming concepts such as repeat loops with numbers and
various other sensors. They were also able to integrate arts to exemplify the dance
associated with the dress of their KIBO (see Fig. 6).
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Fig. 6. Some children performed dances from the Canary Islands in their final projects.
5.2.Structured observation of sessions
The results of the organization and dynamics of the sessions are summarized by
the aspects shown in Table 2.
Aspects observed Findings
Curriculum sessions Each class, regardless of the age of the students, met for three to five sessions. One school scheduled 45-minute sessions, while the other two planned sessions lasting 1 hour 15 minutes. This difference in time allocated to the project did not have an influence on the student’s learning.
Student Groups There was a variation in the number of children in each class within each school. While some classes had 15 students, others had 26. In every classroom, children were divided into mixed groups (boys and girls) of 3-5 children. Some teachers assigned children to rotate through the different activities involved in making their KIBOs (i.e. some programmed the robot while others crafted decorations).
Tutoring Teachers and adult tutors rotated among the groups, supporting children and helping them solve problems. The student-teacher ratio ranged from 8-15 students per teacher.
Materials Different arts and crafts materials were utilized, such as drawings, aluminum foil, cardboard, painted kitchen roll tubes, double-sided tape, recycled material (e.g. toilet paper tubes, lids), toothpicks, glitter, temperas, modeling clay, plugs, tissues, etc. To gamify the activity, some teachers created level badges using cards to assign different roles in the robotic team.
Organization and distribution of the robots in the classroom
Each group was given one KIBO robotics kit. Some classes organized groups to work at tables, and other classes alternated between the tables and the corner of the room. In other cases, the classroom was adapted to make space in the center so that children could rotate between the tables and activities on the floor. One school designated a specific corner of the classroom for KIBO.
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Didactic strategies The didactic strategies used by teachers were observed. For example, to introduce the children to KIBO concepts, teachers used storytelling as a strategy. Some teachers introduced the KIBO activities to build skills around a story about a robot that visits prehistory from the future. Another teacher used an epic mission: to save the Earth through a space mission that students will carry out with KIBO. Some teachers worked the diversity concept through storytelling.
Assessment All the teachers strived to reach the daily goals and evaluated the students’ performance with KIBO; however, not all of them utilized the assessment tools provided, instead using their own instrument based on observation.
Table 2. Organizational and dynamic aspects observed in the sessions.
5.3. Mastery of Coding and Computational Thinking
The main goal of this study is to teach children fundamental computational
thinking and coding skills. Brennan and Resnick (2012) defined a Computational
Thinking Framework that matches the developmental capacity of young children and
includes: sequencing (ordering a sequence of steps to perform actions), repeats
(performing the same sequence a number of times), conditionals (decisions related to
events or actions), and debugging (finding and fixing errors in the code). To assess the
mastering of the coding we used the aspects evaluated in the Solve-Its instrument
(Authors, 2012). Solve-Its allow evaluating the programming’s level of complexity from
easy to hard. Note that Solve-Its was originally designed to be used with children 4 years
old and up, and this study also contained children aged 3 years old.
Student programming sequences were labeled “easy” or “hard” depending on
their complexity and the number of programming blocks used. For example, “hard”
Solve-Its required the use of more programming commands and control loops through
sensors, while “easy” ones targeted motion programming concepts and fewer blocks.
Fig. 7 shows an example of an easy sequencing concept, and Fig. 8 a hard one.
Fig. 7. Examples of easy sequencing concepts
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Fig. 8. Examples of hard sequencing concepts
Therefore, for analysis purposes, this paper presents results from an analysis of
programming sequences created by the children in their final KIBO dance projects using
the Solve-Its assessment checklist. The researchers scored the students’ mastery of
programming concepts on a 0-6 scale, with a higher score representing a greater
sequence complexity. On average, students scored highly on all the programming
concepts worked in class, demonstrating they learned the fundamental computational
thinking skills of sequence, repeats, conditionals and debugging during the study. More
complex sensors involving the use of repeat and conditional blocks in many cases were
excluded from the curriculum for the three-year-old students, and were instead replaced
with “n” readings of blocks with actions or conditionals using the “wait for clap” block
(see Fig. 9 and Fig. 10).
Children's Mastery of Programming Concepts 7
6 5.75
Easy sequence
5 4.5 4.5
4 3.75
33
2 1.5
1.75
11
Hard sequence
Easy repeat numbers
Hard repeat numbers
Wait for a clap
Easy repeat sensors
Hard repeat sensors
Ifs
0
Lev
el o
f M
aste
ry
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Fig. 9. Mean scores of programming sequences created by children in their final KIBO
dance projects.
Fig. 10. Programming sequence created by children involving an easy sequence with a
repeat number.
5.4.PTD Checklist
The researchers analyzed the data resulting from the completed PTD Checklists.
The analysis provided information regarding the occurrence of each of the 6C behaviors:
communication, collaboration, community building, content creation, creativity, and
choices of conduct (Authors, 2012). For instance, children traded ideas (communication),
helped one another when using the materials (collaboration), shared their projects with
family members (community building), programmed a KIBO dance and constructed a
KIBO dancer (content creation), used materials in a divergent, unexpected manner
(creativity), and showed respect to peers and teachers (choices of conduct). The 6C’s were
scored on a scale of 1-5, with higher scores indicating behaviors observed more regularly.
This was calculated for each session, with 59 sessions scored in total.
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At the end of the program with each class, an average score for each of the six C’s
was calculated. The results show that the program was most effective at promoting
communication (M = 4.6) and collaboration (M = 4.1), with creativity and content creation
also exhibiting a fairly high score (M = 3.1) (see Fig. 11).
Fig. 11. Mean scores on PTD Checklist.
5.5.Teachers’ experiences
An analysis of the teachers’ reflection journals shows overall effectiveness in
reaching their teaching goals. We analyzed 43 qualitative registers involving the robotic,
coding and computational thinking teaching goals, with highly positive results in their
achievement. The strategies used by educators to teach complex engineering and
programming concepts and skills differed. Teachers made their own curricular
adaptations based on the curriculum provided: omitting lessons/activities (i.e. the
conditionals were removed, because they were complicated for some ages), additions to
the curriculum (i.e. graphomotor skills with the strokes of the robot’s movements,
geometric shapes (circle, square and triangle), the number series 1-2-3; basic literacy
4.58 4.42
2.58
3.09 3.08
2.25
0.00
1.00
2.00
3.00
4.00
5.00
Comunication Collaboration Community
Building
Content
Creation
Creativity Choices of
conduct
PTD Positive Behaviors
Overall Mean Score
Comunication Collaboration Community Building
Content Creation Creativity Choices of conduct
Scor
e on
PT
D C
heck
list
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skills), adapting games/activities (i.e. integrating the use of KIBO into their current
"Prehistory" project), adjusting the time spent on concepts in the robotics curriculum (i.e.
devoted more time to decorating their project) and cultural adaptations (i.e. programming
sequences to dance Canarian folk dances). Figures 12, 13, 14 and 15 show some of the
curricular adaptations created by the teachers. For example, Fig. 12 shows how KIBO
can be linked to other parts of the curriculum, in that as computational thinking is being
taught, so is the curriculum, while also motivating the students. In the case of vowels,
KIBO is used as a motivating element through a game in which KIBO has to be
programmed to travel different routes. Given the name of an object or animal, the
children have to program KIBO to travel to the first letter of each name (e.g. ant for A).
An analysis of the activity journals kept by teachers shows that most of them
introduced new concepts through songs, dances, games, or storytelling; engaged their
students through group discussions (both small groups and the full class); and utilized
metaphors from cars and other vehicles to teach the different mechanical aspects of the
KIBO robot.
Fig. 12. Example of curricular adaptation to work on basic literacy skills (vowels).
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Fig. 13. Example of an adaptation to work on manipulative-graphomotor skills
through the movements of the robot.
Fig. 14. Examples of several adaptations to curriculum: geometric shapes (circle, square
and triangle), numbers, graphomotor skills, and reading vowels.
Fig. 15. Children showing their prehistoric projects.
Through interviews and reflection journals, the teachers shared their experiences
with robotics, including some of the positive experiences and the challenging moments
they encountered throughout the project. Some examples of the hermeneutic units of
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analysis identified using the same PTD behaviors (communication [COM], collaboration
[COL], community building [CB], content creation [CC], creativity [CR], and choices of
conduct [CHC]) and motivation [MOT]) are the following:
• E1. “KIBO promoted teamwork, cooperative learning and role commitment [COL].
The promotion of values such as respect for a partner and their opinion [COM],
the ability to wait, the development of responsibility and autonomy, as well as the
care of materials [CHB] [….] The theme of the Canarian identity brought children
closer to a knowledge of their traditions and culture.” [CB].
• E2. “…The groups were discussing [COM] and reasoning together.” [COL]
• E3. “After explaining the activity with several examples and presenting it in the
form of a game, two groups were formed [COL], some programmed KIBO and
others built it.” [CC]
• E4. “Incredible motivation to experiment and find solutions.” [MOT]
• E5. “It turned out that sick students did not want to miss school because there was
KIBO time.” [MOT]
• E6. “…KIBO has been exceptionally motivating for our students.” [MOT]
PTD behavior CODES
Goals Challenges Strategies Meaningful moments
Code Frequencies
Communication [COM] 5 0 6 1 12 Collaboration [COL] 13 2 26 7 48 Community building [CB] 1 0 0 5 6 Content creation [CC] 34 0 7 1 42 Creativity [CR] 5 0 9 4 18 Choices of conduct [CHC]) 2 2 5 4 13 Motivation [MOT] 3 4 5 15 27
Table 3. Frequencies in Reflection Journals and Interviews
Teachers found that the experience promoted hard work and perseverance while
also allowing students to engage in PTD behaviors such as collaboration and
communication (see Fig. 16). While teachers were generally novices when it came to
teaching with robotics, many of them expressed that they were self-motivated to learn to
use KIBO because they liked the idea of robots performing a folk dance as part of the
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curriculum.
Fig. 16. Examples of children engaging in PTD behaviors.
Despite the general feeling of success, many teachers did say they would have
benefitted from longer training and more professional development. This was even more
noticeable when trying to teach complex concepts such as repeat loops and conditional
statements. Although teachers were given many online resources, they expressed that with
the hands-on nature of KIBO, the virtual support was not as helpful as the in-person
practice and training.
The main problems reported by teachers in their sessions with KIBO have been the
following:
• The accuracy of the KIBO scanner is sometimes low. Therefore, children needed to
be explained how to scan the blocks correctly. The teacher points it out as a way to
improve since the children complain about it and ask for their help to sometimes
scan the bar codes of the blocks. Sometimes, in the scanning of the codes the
children put the blocks too close to the scanner
• Likewise, problems were found in the assembly of the wheel and their motors
(backwards).
• Spite of the easiness to use the kit, if a specific objective to pursue is not given to
children, they only put the blocks together without any logical sequence. Thus,
children need specific goals and instructions to program the robot (i.e. that KINO
arrives at a certain place, that the robot makes concrete dance steps, etc.).
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• Many times children do not wait to hear the KIBO beep or to see the yellow led that
confirm the scanned of a block to continue scanning blocks. So they sometimes
have to re-scan the sequence.
• The sessions on Fridays at the last hours should be avoided due to the children are
tired and altered at the same time by the presence of KIBO robots.
6. Conclusions
This paper evaluates an experiment carried out in three Spanish early childhood
schools in Tenerife, Spain, with 172 children (3-5 years old) who learned coding and
computational thinking integrated into their actual curriculum activities. This study used
KIBO robotics, a developmentally appropriate robot designed for very young children that
can be programmed without the use of screens or keyboards by connecting wooden blocks
that give different commands to the robot, and can be decorated using craft materials.
We used qualitative and quantitative instruments and combined different research
techniques to study an educational experience in order to achieve a more accurate and
valid estimate of results for a particular phenomenon, in this case an educational
intervention with KIBO robotics. This study focused on the following variables in the
development of “coding as a playground” experience: computational thinking, coding
skills and positive behaviors in children, and teacher proficiency with KIBO robotics. We
claim that it is possible to develop appropriate programming learning experiences in
childhood classrooms by integrating coding into different curricular areas (literacy, math,
science, engineering, arts) through a project-based approach.
The results obtained allowed us to answer the research questions that guided this
study. Regarding RQ1 on how do teachers integrate coding and computational thinking
into their curricular activities?, the phenomena has been study by the triangulation of
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different data collected using several methods and instruments (questionnaires,
interviews, teacher journal, focus group and direct observation of classroom dynamics) .
The analysis of their notes, discussions, and reflection journals shows that the
educators were able to personalize the curriculum. The teachers exhibited autonomy and
confidence as they integrated the coding and computational thinking into their
curriculum, connecting these concepts with art, music, social studies, while at the same
time teaching values and inclusiveness. Furthermore, they were able to adapt their
curricular activities to use robotics to teach numbers, geometric forms, colors, literacy,
and graphomotor skills. This finding is relevant because it means that coding and
computational thinking can be integrated into childhood curriculums in conjunction with
other subjects. It is also possible to connect STEAM and coding to their cultural contexts,
further promoting significant learning. Also, although the training was the same for all
participating educators, the teachers adapted the curriculum to meet their own
classrooms’ needs by integrating coding and computational thinking into the formal
instruction (Van den Akker, 2007; Bannan, 2009).
About RQ2 on what programming concepts and computational thinking do
preschool children master after being introduced to KIBO robotics?, the mastery of
coding and computational thinking of the students also have been study by the
triangulation of different data collected using several methods and instruments (Solve-its
checklist observation and teacher journal). The results showed that children achieved a
high level of mastery of coding and computational thinking skills using robotics (Benitti,
2012). The students were able to use motors, platforms, and sensors with KIBO.
Furthermore, they were able to effectively integrate arts, crafts, and recycled materials
into their final robotics projects. Moreover, our results coincide with the current research
showing that children can learn to code at early ages (Authors et al., 2002; Cejka, Rogers,
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& Portsmore, 2006; Perlman, 1976; Wyeth, 2008; Sullivan & Authors, 2013).
Specifically, we also worked with 3-year-old children, as compared to other coding and
computational thinking studies that focus on the ages of 4-7 years old (Jung & Won,
2018; Öztürk & Calingasan, 2018; Papadakis et al., 2016), confirming that it is possible
to start very early (3 years old) with this new literacy (Manches & Plowman, 2017). Our
study, which was based on one conducted by Sullivan & Authors (2017) in Singapore,
confirms the efficacy of the robotics curriculum designed and the PTD framework for
teaching programming in childhood education in different cultures and contexts. Also,
our case study was implemented in three different schools with different socio-economic
situations, and our findings involving both the teachers and children are highly positive.
As for RQ3 on what positive behaviors are developed by children in a learning
environment of coding as playground? similarly to the other research questions, the
positive behaviors of the students have been studied by the triangulation of different data
collected using several methods and instruments (PTD checklist, observation, interviews,
teacher reflection journals and focus group). The PTD scores indicate that this
intervention was successful in fostering communication and collaboration. At the same
time, its effect on promoting content creation and creativity was moderate, and low in
terms of promoting conduct choices and community building. The teachers’ notes also
focus on observations regarding the high level of collaboration among their students and
the frequent and varied forms of communication. Educators need pedagogical
perspectives to properly integrate robotics, coding and computational thinking concepts
into their classrooms (Öztürk & Calingasan, 2018). Thus, this study shows positive
implications for expanding this kind of learning environment, which relies on coding and
computational thinking as playground, to other early childhood contexts around the
world.
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The results indicate that children from preschool onwards used KIBO to learn
fundamental coding concepts independently of their socio-economic situation. Although
contextual factors influence teachers in the design of ICT lessons (Koh, Chai & Tay,
2014), no differences among different school types (public, semi-private or religious, and
private) were found in this study, even though one of the participating schools is located
in one of the region’s lowest income neighborhoods.
The study had limitations, such as the derived from the developmental research in the
complex nature of the educational practices (Van den Akker, 1999) and the people
involved in the research. Thus, this research comprises the involvement of teachers in the
investigation and reflection about their own practices and their students’ learning, and
one developer of KIBO robot as researcher too. So, in this study we tried to incorporated
their voices and perspectives from a critical position.
Another limitation includes the difficulty in using the Solve-Its to assess
computational thinking and coding as was planned initially. Even though the teachers
were trained by the research team on how to implement the Solve-Its, most of them found
it logistically complicated to implement in a short period of time; as a result, we
evaluated the programming concepts acquired by children through the structured
observation of programming sequences created by children in their final robotic projects
using Solve-its checklist. However, since the children were working in groups, it was
difficult to isolate each individual child’s learning outcomes. Although observation is a
common assessment method in early childhood education, group metrics provide limited
information in comparison to individual metrics. Also, in one class there was a child with
special education needs, since in Spain they are integrated with the general group. This
still requires a personalized and individual adaptation of the curriculum that could not be
carried out in this study.
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Several problems were found in the use of KIBO, for example in the assembly of the
wheel and motors (backwards) and in the scanning of the bar codes, due to the children
putting the blocks too close to the scanner or sometimes children did not wait to the beep
or led to confirm the read of the code to continue the reading of the sequence. Regarding
the practices, if children do not have a specific goal to pursue with KIBO, they just put
the blocks together but without any logical sequence, and avoid the sessions developed
the last hours of Friday because children were tired and altered by the presence of robots
in their classroom.
Future research should focus on individual adaptations by teachers of curriculums,
including cross-subject coding and computational thinking skills. Also, comparisons of
learning outcomes can provide a better understanding of the impact of the teacher’s
pedagogical strategies and the level of expertise acquired by the children in the area of
robotics. In addition, as robotic kits for childhood education such as KIBO become
increasingly popular, cross-cultural research may serve to determine best practices and
successful pedagogical methods.
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We present a study on strategies to teach coding and computational thinking in
young children.
We found children (3-5 years old) onwards used KIBO to learn fundamental
coding concepts.
We found children developed positive behaviors in a learning environment of
coding as playground.
We study the effective integration of robotics in different cultural and economic
contexts.
We found teachers integrated effectively coding and computational thinking in
their curriculums.